Wizry 1222 Share Posted May 23 (edited) Old: Spoiler [T4] DAUNTLESS CHARGE - ACTIVE In the course of battle, a Templar may deem it necessary to charge upon cravenly or fleeing opponents. A Templar may thus swell with their flaming courage, and propel themself forth with the fury of Malchediael. Hide contents MECHANICS: This ability requires [3] emotes to cast: The First requires a Templar to draw upon their courageous aura while focusing upon a single target as Holy White Flame gathers under their feet, the Second to completely envelop their bodies with their Holy White Flame, and a Third to charge and slam unto an opponent, resulting in their fiery maelstrom to disperse upon contact. When Dauntless Charge is cast, the Templar may charge down a single target at a range of [10] Blocks. When struck, the concussive force of the charge is comparable to that of a sledgehammer. The maelstrom of White Flame also possesses the properties of "Furious Flame", thereby granting it the debilitating effects of Aurum. It is noted that, should [1] Emote elapse without delivering the charge, Dauntless Charge will dissipate. This spell may be cast ONCE per combat scenario. REDLINES: • This spell has [1] charge per combat encounter. • A Templar may not cancel their charge after the second emote has passed and will not be able to cast another Dauntless Charge unless under effect by the Valiant Banner. • A Templar may strike with their weapon at the completion of the charge to focus the concussive nature of their attack into a single strike. This said, they may also opt to simply shoulder bash. • When enveloped with their Courageous Aura [2nd emote], the Templar's vision will be considerably reduced, resulting in a Templar only being able to see rough shapes. • When charging their spell, a Templar may move [3] Blocks per turn until cast. This enables a Templar to move a grand total of [16] Blocks over the course of [3] Emotes. • Dauntless Charge's concussive force will not stack with the material of a weapon used, nor will it result in a cutting-like effect. This is to say that the damage delivered by the Charge will always remain concussive in nature. • Dauntless Charge has to go over solid ground and the enemy must be mechanically accessible. • Should a Templar slam into anything that would be able to resist a hefty sledgehammer swing like in Dauntless Charge, they would get bruised and it would count as [1] minor wound for the Touch of Jophiael. New: Spoiler [T4] DAUNTLESS CHARGE - ACTIVE In the course of battle, a Templar may deem it necessary to charge upon cravenly or fleeing opponents. A Templar may thus swell with their flaming courage, and propel themself forth with the fury of Malchediael. Hide contents MECHANICS: This ability requires [3] emotes to cast: The First requires a Templar to draw upon their courageous aura while focusing upon a single target as Holy White Flame gathers under their feet, the Second to completely envelop their bodies with their Holy White Flame, and a Third to charge and slam unto an opponent, resulting in their fiery maelstrom to disperse upon contact. When Dauntless Charge is cast, the Templar may charge down a single target at a range of [10] Blocks. When struck, the concussive force of the charge is comparable to that of a sledgehammer. The maelstrom of White Flame also possesses the properties of "Furious Flame", thereby granting it the debilitating effects of Aurum. It is noted that, should [1] Emote elapse without delivering the charge, Dauntless Charge will dissipate. This spell may be cast ONCE per combat scenario. REDLINES: • This spell has [1] charge per combat encounter. • A Templar may not cancel their charge after the second emote has passed and will not be able to cast another Dauntless Charge unless under effect by the Valiant Banner. • A Templar may strike with their weapon at the completion of the charge to focus the concussive nature of their attack into a single strike. This said, they may also opt to simply shoulder bash. • When enveloped with their Courageous Aura [2nd emote], the Templar's vision will be considerably reduced, resulting in a Templar only being able to see rough shapes. • When charging their spell, a Templar may move [3] Blocks per turn until cast. This enables a Templar to move a grand total of [16] Blocks over the course of [3] Emotes. • Dauntless Charge's concussive force will not stack with the material of a weapon used, nor will it result in a cutting-like effect, nor will its speed affect its impact. This is to say that the damage delivered by the Charge will always remain concussive in nature with the impact of a sledgehammer being swung normally. • Dauntless Charge has to go over solid ground and the enemy must be mechanically accessible. • Should a Templar slam into anything that would be able to resist a hefty sledgehammer swing like in Dauntless Charge, they would get bruised and it would count as [1] minor wound for the Touch of Jophiael. • Dauntless Charge moves at the speed of an arrow. Purpose: Putting down speed. Edited May 23 by Wizry 2 Link to post Share on other sites More sharing options...
StingyParrot 1614 Share Posted May 23 redirects it 3 Link to post Share on other sites More sharing options...
Iulius 208 Share Posted May 23 While I can see the purpose of the amendment, arrow speed seems a bit too much. Arrows are already capable of extreme damage. Now imagine that same speed applied to a human in plates, wouldn't it obliterate the person on the other side? Now, ik that some will tell me "oh but it's a fantasy game and it specifies its strength", but I think we all know that in CRP some players will make my same argument with the result of being stuck in CRP for seven hours 1 Link to post Share on other sites More sharing options...
Wizry 1222 Author Share Posted May 23 7 minutes ago, Iulius said: Now, ik that some will tell me "oh but it's a fantasy game and it specifies its strength", but I think we all know that in CRP some players will make my same argument with the result of being stuck in CRP for seven hours it doesn't matter if someone makes that argument. it specifies the strength, it's a sledgehammer blow. if they emote differently, it's powergaming. Link to post Share on other sites More sharing options...
Wizry 1222 Author Share Posted May 23 Edited to handle concerns. Link to post Share on other sites More sharing options...
HugoAntero 1962 Share Posted May 23 i don't think this amendment does anything 1 Link to post Share on other sites More sharing options...
DISCOLIQUID 2731 Share Posted May 23 1 hour ago, HugoAntero said: i don't think this amendment does anything makes dauntless charge more or less undodgeable 2 Link to post Share on other sites More sharing options...
Sonybut7 530 Share Posted May 23 If a person can charge you down for 10 blocks in a single emote (btw more than you can do on a Horse with an action!) then the person who dodges it perfectly is powergaming! I don't see a reason for this, and I know bad faith templars may end up using "but I move as fast as an arrow!" to end up making the Sledgehammer blow strength be interpreted as: "A sledgehammer if thrown as fast as an arrow." which would obliterate people 1 Link to post Share on other sites More sharing options...
Iulius 208 Share Posted May 23 3 hours ago, Sonybut7 said: If a person can charge you down for 10 blocks in a single emote (btw more than you can do on a Horse with an action!) then the person who dodges it perfectly is powergaming! I don't see a reason for this, and I know bad faith templars may end up using "but I move as fast as an arrow!" to end up making the Sledgehammer blow strength be interpreted as: "A sledgehammer if thrown as fast as an arrow." which would obliterate people Funnily enough, it'd annihilate both of them Mutually assured destruction 1 Link to post Share on other sites More sharing options...
Pallodium 3779 Share Posted May 29 This lore has been denied. This amendment was taken to an internal vote and was denied; at this time LT has no interest in implementing this. Link to post Share on other sites More sharing options...
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